This is old information, I will be updating it very soon.
DEFENSE BASICS
Borrowed Art from a free site
Drawing by me of a DC comic character name Jonah Hex.  I have the first issue.
Key information for all races :          DEFENSE    Calculated in DPA (Defense Points per Acre)
Heres how:
Example 30 DPA on 100 Acres = 3000 Defense points.
Calculations:
Soldiers = 2 defense points each
Specalists = 4 defense points each
Elites =  They vary in value by race.  (Look in the Utopia Guide in game
             under the Races and personalities section.)
Example:    Feary is 4/6    The number to the right (6) is the defense points.

DEFENSE STARTING AND THROUGH OUT THE GAME:
OUT OF PROTECTION (AFTER 72 hours)  In the current game
environment, in general, you should have about 8000 - 10,000 defense
points when you leave protection.  In the current game atmosphere there
will be many coming out of protection with between 70 and 100,000 net worth.
If you go heavy on land and push your explore you need to really focus on
defense.  Get all you can and don't let up.   
If you play conservative and come out between
30,000 and 70,000 net you should work on the following ideas.
Work to 40 DPA per acre as soon as possible.
Once over 120K net worth you must begin a steady increase in you Defense
General goals should be 60 DPA by 200K net and 80K by 500K net.
In the highly modified Attack era we are experiencing expect to be hit on
occasion.

BASIC MAGE DEFENSE -

     A player not specalized in Mage Guilds will still find it a great asset to have some mages.
In my opinion the following percents provide adaquate defense for most players.  (you can't expect to stop a super mage though).   Try to have about 14 percent of your build in guilds,  cut off your mage production at about 1 per acre of land that you have. ( The option to cut off mage production is located in the MAGIC section where you cast spells.)  The percent I have reccomended will provide dicent abilty to cast self spells, and you may find you are actually able to damage some enemies.

BASIC THIEF DEFENSE -

     It is vital to have a basic amount of thieves on hand.  (You won't stop a super thief though)
I suggest that you have 1 - 2 thieves per acre of land.   One per is fine if only using for defense, however you may be surprised what you can do with a 2:1 thief per acre ratio.  Elves / Feary can cast Crystal EYE  (thats a killer spell to protect against thieves offering almost a 100% promice that the thief attacking you will fail at least one very five times.  And belive me it cost them MANY thieves when They fail in that manner.